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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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mtoa render very slow with texture

6 REPLIES 6
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Message 1 of 7
noi.meta
548 Views, 6 Replies

mtoa render very slow with texture

Hi,

I'm debugging a scene that is taking very long time to render.

It took only around 2 minutes when rendering with ignore textures flag on. However, when rendering with textures, it stuck at starting bucket workers and took like forever.

Is this because there are too many textures or textures are too big? Is there a way to check which textures cause the problem?

Thanks,

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6 REPLIES 6
Message 2 of 7
lee_griggs
in reply to: noi.meta

How big are the image size/file sizes? It could be a very large HDR map that is converting to .tx?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 7
noi.meta
in reply to: lee_griggs

Most of them are pre-converted 4k textures. I also set "Auto-convert Textures to TX" to off.

Message 4 of 7
noi.meta
in reply to: noi.meta

it seems changing all texture paths in .ass from .tif to .tx fixed the problem

Message 5 of 7
Stephen.Blair
in reply to: noi.meta

That suggests it was auto-tx.

An Arnold log would have shown what was happening.



// Stephen Blair
// Arnold Renderer Support
Message 6 of 7
noi.meta
in reply to: Stephen.Blair

Thanks for the answer, but I can't find any texture convertion in the log file. I already set "Verbosity Level" to "Debug", "Auto-convert Textures to TX" to off and "Use Existing TX Textures" to on.

From the profile data, with .tif in .ass, more than 99% of render time was spent on "AiTextureHandleAccess".

I thought it should be ok to leave the texture paths in .ass as .tif since Arnold should auto-detect the .tx files, but it seems I was wrong.

Message 7 of 7
Anonymous
in reply to: noi.meta

Hi, I can confirm that in mtoa 4.2.3 as well. It seems that "Use Existing TX Textures" with standins isn't working or something... I have the same situation with many standins in the scene, but instead of .tif there are several different texture formats.

Cheers.

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